if you do not make mese torches we cannot make more complex "cpu" based things..like IO ...you need to make torches because things like doors can have advance logic gates and switches...for example:1= on0= off_=wire

1__0___1 | 1

and we need to have "memory" or "delay circuitry" which can be used for making things like memory for devices ...these delays should be able to be controlled and should be DIRECTIONAL...for example:1=on 0=off_=wireD=delay/memory circuit

0__D_| ||____1

Where as this circuit would create a repeated circuit

and if you add in buttons! which activate for like 2 seconds and then shut off:1=on 0=off_=wireD=delay/memory circuitB=button

B0___|_________| | ||__1 || ||__DDDDDDDD_|

the switch above will turn on something for a short amount of time..until the memory/delay circuits pass the current back into the current that gets shut off when the button is pressed and resets the circuit back to a normal state

Last edited by jordan4ibanez on Sun Dec 25, 2011 15:47, edited 1 time in total.

To (maybe) stop the mese torch argument:I'm currently working on 2 things:# Wireless mesecons (Already works, but still some bugs)# Inverted wireless receiversThis gives you the possibility to create even more circuits/gates.I already planned this before releasing the first version, but it wasn't ready.Wireless transmission uses two blocks,- Receivers (or inverted receivers)and - Transmitters (Senders)--> It is directional.It will take like one second to transmit (using abm, so transmission speed may vary). I think this will give you the ability to create more logic gates (although I'm not a redstone expert).

ButtonsI'm not sure about this one... I think it will be quite difficult to create a function that adds a timeout for a button to switch off again. I only know abms and they don't work as I'd like them to. The switch off time would be random when using abms, and for rendering buttons I would have to use a patched version of minetest or (even worse) use entities for it.But I love the button idea! I'll implement it as soon as it is possible.

To you, hurufu:I know this bug and I thought about fixing it, but in fact I think this is not an issue of my mod, but even more a common minetest issue.The register_on_placenode function should be called each time a block is added, not only when a player adds it. I'd really like if someone could fix it, else I have to get to know the c++ code better and fix it on my own.

As you can see in my first post, I requested even more functionality for the modding api.

I also think pressure plates are really necessary, or even better, if I can set and get the orientation (rotation) of a block, I could add light barriers.Keep on filing bugs and requesting items!!!You may also commit textures, items, whatever.I'm trying to get out the next update tomorrow (26th Dec) or the day after tomorrow (27th Dec 2011)

Wireless mesecons and inverters are fully working now. You can even create blinking circuits, gates and memory cells ( I'm not sure if a anti-hacking function in server.cpp blocks the usage of transmitters that are too far away from the player)I'm going to release it when it is completely stable, certainly today.To you, hurufu:I haven't seen that bug before, thank you for filing it!!!Could you please give me some more detailed information about it? How are the blocks arranged and so on.I'll try to fix the bug, but I'm not sure if it will be ready today...By the way: Is there any function that is called when the server is created where I can acces minetest.env from? Else, I'll use the register_on_newplayer function for now, so that blink circuits continue blink on reload of the world.

Cheers,Jeija

Last edited by Jeija on Mon Dec 26, 2011 11:11, edited 1 time in total.

Jeija wrote:Could you please give me some more detailed information about it? How are the blocks arranged and so on.

I guess it's not fault of your mod too ;)I think that's happen because of absence of entity collision detection, therefore when two or more entities are at the same pos all added nodes have the same position too → we see only one added node → other nodes seem to “disapear”.

@Neko259: I don't think blocks look good and i think you should be able to walk through mesecons. But if you like blocks better, just modify it and post your own fork.@Calinou: As Staffs already said, mese is not that rare... But if others also think that I should make 33 (not 32 cause 99 can be divided by 33) instead of 16, tell me and I'll change that.@hurufu: I fixed the movestone bug! Thx again for filing it.

But let's talk about the new version, V 0.2 that I am releasing right now:It may seem like a minor update, but it adds major functionality:# Wireless Mesecons# Wireless INVERTERS# Sticky Movestones# Glue# ICs (for Crafting Wirless things)# Fixed Bugs# New Textures for the Hydro Turbine --> Thx to Jordan4Ibanez for creating them# Renamed mesecon button to mesecon switch--> The old mesecon buttons will be shown as unknown blocks. Just replace them with the new ones.

From now this mod also needs to send some information to a file called mesecon_data. This means, that you have to have write permission there! It should be placed in same folder as the binary, but in future version you will be able to change that to your own folder.IF THE SERVER CRASHES ON STARTUP you can try to delete all lines in the "mesecon_data" file. Unfortunately, this also means that you have to place all receviers and inverters again. Another indicator for that error is that its last output isReading wlre data...

See my post up there for crafting recipes and the download link.

Keep Filing Bugs, sending in textures and giving me inspiration!I'm very curious about what you can do using inverters, so please upload pictures/maps/whatever of your creations!

Cheers,Jeija

Last edited by Jeija on Tue Dec 27, 2011 07:01, edited 1 time in total.